I've decided to take another stab at this, the model is practically done just needs a coat of paint and some animations which I'm starting to work on now, currently the texture is still in an experimental early phase and very much a work in progress as you can see from the images below...Update: weapon mesh triangle count 1494, item mesh triangle count 1060

hm, i also think this is an improvement over the current model. i'm still all for heavier sound effects for the smg, too. it sounds a little too calm as it is.

For every action, there is an equal and opposite reaction. For every freedom, there is a new limit. For every joy, a new sorrow. For every act of kindness, an unspeakable cruelty. Where someone succeeds, someone else fails. A new association means a new separation. Loyalty meets treachery, honor breeds disgrace, free expression yields censorship. Each piece of knowledge forms new ignorance. Even death gives rise to new life. But the balance of existence is the beginning of wisdom and discernment.

New loadout weapons can make a great addition for gameplay, but the difficult part is to keep them all well balanced. Also, every weapon should have its own purpose and style. I guess the type of weapon you are missing is a heavy machine gun, LostSouls? Will probably not fit well with the agile gameplay of RE. Or is it just a "more weapons please"?

bonifarz wrote:New loadout weapons can make a great addition for gameplay, but the difficult part is to keep them all well balanced. Also, every weapon should have its own purpose and style. I guess the type of weapon you are missing is a heavy machine gun, LostSouls? Will probably not fit well with the agile gameplay of RE. Or is it just a "more weapons please"?

YES a heavier machine gun, but as you mentioned, would be bad with fast gameplay RE.So maybe it could be a request for more please weapon.AndroidEl told me once that the flamer could be modified as medical weapon, but this talk of medical weapon'll be more to create classes or something

let's try to stay on the topic of this SMG model. additional weapons in RE are another discussion.

For every action, there is an equal and opposite reaction. For every freedom, there is a new limit. For every joy, a new sorrow. For every act of kindness, an unspeakable cruelty. Where someone succeeds, someone else fails. A new association means a new separation. Loyalty meets treachery, honor breeds disgrace, free expression yields censorship. Each piece of knowledge forms new ignorance. Even death gives rise to new life. But the balance of existence is the beginning of wisdom and discernment.

I don't want a new weapon myself. I don't think this would make a good new weapon either. As I said, I don't think it fits RE's art style until it is made more scifi and less close to real world guns. It would be amazing for a modern military shooter though, but I can't think of a single good open source one aside from AssaultCube Reloaded.

A silencer is a good idea as the smg sound is very calm, but the model looks a bit too large. It also looks too militaristic. It is quite difficult to hit RE's style.

yoloDonor wrote:

Campy wrote:What about an Assault Rifle, with more damage than SMG, 3 shots-burst fire mode and balanced with high recoil or small clips?

That would be nice, as it would be slower, yet more powerful than the SMG. Do you think some sort of launcher would work?

I don't think an assault rifle could fit to RE and higher damage will be very difficult to balance.I thought about a grenade launcher with small explosion radius so it is more difficult to hit someone. I don't think it is a good idea as well and it will also be difficult to balance.

Unnamed wrote:A silencer is a good idea as the smg sound is very calm, but the model looks a bit too large. It also looks too militaristic. It is quite difficult to hit RE's style.

yoloDonor wrote:

Campy wrote:What about an Assault Rifle, with more damage than SMG, 3 shots-burst fire mode and balanced with high recoil or small clips?

That would be nice, as it would be slower, yet more powerful than the SMG. Do you think some sort of launcher would work?

I don't think an assault rifle could fit to RE and higher damage will be very difficult to balance.I thought about a grenade launcher with small explosion radius so it is more difficult to hit someone. I don't think it is a good idea as well and it will also be difficult to balance.

Well. . . How about some type of launcher that slows do enemies? Like a ice gun, perhaps? Or perhaps something that shoots out a glob that could stick to the floor, and if a player walks on it, it slows them down

We typically limit ourselves to one new weapon per release. This way we have time to work on the weapon balance before introducing another one (plus it gives people something to look forward to). Weapons in Red Eclipse are required to be simple and unique as well; this means I wouldn't at two different machine guns as they overlap a little. The other ideas are already possible candidates for the next release, but that's a discussion/poll for a later date.

For 1.5 we have the zapper, and I have secret plans for a whole new class of items that players will be able to add to their existing loadouts *wink*. So, stay tuned!

qreeves wrote:We typically limit ourselves to one new weapon per release. This way we have time to work on the weapon balance before introducing another one (plus it gives people something to look forward to). Weapons in Red Eclipse are required to be simple and unique as well; this means I wouldn't at two different machine guns as they overlap a little. The other ideas are already possible candidates for the next release, but that's a discussion/poll for a later date.

For 1.5 we have the zapper, and I have secret plans for a whole new class of items that players will be able to add to their existing loadouts *wink*. So, stay tuned!

Just to let everyone know I haven't given up on this project even though admittedly development has been slow, the animations are finished for both third and first person view now(may need some minor clean ups): the first texture sheet is close to being finished though there are a few minor details which could use some adjustments that come to mind and the second texture sheet is on its way, there seems to be a muddy effect created when there are no anisotropic filtering settings in use too and I'm trying to sort that out, also the configuration seems to for the most part disregard the actual bone position for the firing point and shell eject which means I've had to manually set the positioning for both of them any suggestions for this would be great I can upload the entire model in its current state for 1.5 as well if anyone is interested

I dont know if i have everything done right, because it looks like that the weapon moves wile shooting around, like melee attack. And the reloading animation, is not very visible (and not existing in 3rd person?) ::D

For set the fire direction a very big help is "/smglaser 1" (in the rocket model this still shows crazy but anyway)

Hm iam not really sure but match first person view the third? i think the player holds the weapon different.

I know my English is cruel. :$When I talk rubbish correct me.My public data

Wow yeah you're right that was a train wreck! out of all of the things that could have gone wrong that was unexpected, anyway I've re-uploaded it and it should work correctly now thanks for pointing that out, I'll test it this time to make sure

(As a side note the reload animation is set to fit with 1750ms of delay in game)